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>## Bonegnasher
>*Medium undead, chaotic evil*
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>- **Armor Class** 23 (plate +3, shield)
>- **Hit Points** 180 (19d8 + 95)
>- **Speed** 30 ft.
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>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|11 (+0)|20 (+5)|12 (+1)|16 (+3)|18 (+4)|
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>- **Saving Throws** Dex +6, Wis +9, Cha +10
>- **Damage Resistances** slashing, bludgeoning, piercing, non-magical weapons
>- **Damage Immunities** necrotic, poison
>- **Condition Immunities** exhaustion, frightened, poisoned
>- **Senses** darkvision 120 ft., passive Perception 13
>- **Languages** Abyssal, Common
>- **Challenge** 18 (20000 XP)
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>***Magic Resistance.*** The death knight has advantage on saving throws against
spells and other magical effects.
>
>***Marshal Undead.*** Unless the death knight is incapacitated, it and undead
creatures of its choice within 60 feet of it have advantage on saving throws
against features that turn undead.
>
>***Oathbreaker.*** The death knight's spells that deal radiant damage instead deal
necrotic damage.
>
>***Spellcasting.*** The death knight is a 19th-level spellcaster. Its spellcasting
ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The death
knight has the following paladin spells prepared:
>
>1st level (4 slots): *command*, *compelled duel*, *searing smite*
>2nd level (3 slots): *hold person*, *magic weapon*
>3rd level (3 slots): *dispel magic*, *elemental weapon*
>4th level (3 slots): *banishment*, *staggering smite*
>5th level (2 slots): *destructive wave* (necrotic)
>
>### Actions
>***Multiattack.*** The death knight makes three longsword attacks.
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>***Longsword.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one creature.
*Hit:* 9 (1d8 + 5) slashing damage plus 18 (4d8) necrotic damage.
>
>***Hellfire Orb (1/Day).*** The death knight hurls a magical ball of fire that
explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-
radius sphere centered on that point must make a DC 18 Dexterity saving throw. The
sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6)
necrotic damage on a failed save, or half as much damage on a successful one.
>
>***Grapple and Bite.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one
target. *Hit:* 19 (4d6 + 5) bludgeoning damage, plus 35 (10d6) bite damage.
>
>### Reactions
>***Parry.*** The death knight adds 6 to its AC against one melee attack that would
hit it. To do so, the death knight must see the attacker and be wielding a melee
weapon.
>
>

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